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D&D Results Thing


Jedi Master J.

747 views

I thought I might as well join in on this blog fad, so here's my results:

You Are A:

Neutral Good Human Wizard/Sorcerer (1st/1st Level)

 

Ability Scores:

Strength- 8

Dexterity- 10

Constitution- 9

Intelligence- 14

Wisdom- 12

Charisma- 9

Alignment:

Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.

 

Race:

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

 

Primary Class:

Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

 

Secondary Class:

Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.

Detailed Results:

 

Alignment:

Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)

Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)

Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)

Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)

True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)

Chaotic Neutral - XXXXXXXXXXXXXXX (15)

Lawful Evil ----- XXXXXXXXXXXXXX (14)

Neutral Evil ---- XXXXXXXXXXXXXX (14)

Chaotic Evil ---- XX (2)

 

Law & Chaos:

Law ----- XXXXXXXXXXXXX (13)

Neutral - XXXXXXXXXXXXX (13)

Chaos --- X (1)

 

Good & Evil:

Good ---- XXXXXXXXXXXXXXXX (16)

Neutral - XXXXXXXXXXXXXX (14)

Evil ---- X (1)

 

Race:

Human ---- XXXXXXXXXXXXXX (14)

Dwarf ---- XXXXXXXX (8)

Elf ------ XXXXXXXX (8)

Gnome ---- XXXXXXXX (8)

Halfling - XXXXXX (6)

Half-Elf - XXXXXXXXXXX (11)

Half-Orc - XXXXXX (6)

 

Class:

Barbarian - (-8)

Bard ------ XXXX (4)

Cleric ---- (0)

Druid ----- (-2)

Fighter --- (0)

Monk ------ (-27)

Paladin --- (-21)

Ranger ---- (-4)

Rogue ----- (0)

Sorcerer -- XXXXXXXX (8)

Wizard ---- XXXXXXXX (8)

 

***

 

Well, those are my results. No idea what to think of them since I know next to nothing about D&D.

 

- JMJ 2014

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